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The process of building Façade, a first-person, real-time, one-act interactive drama, has involved three major research efforts: designing ways to deconstruct a dramatic narrative into a hierarchy of story and behavior pieces; engineering an AI system that responds to and integrates the player's moment-by-moment interactions to reconstruct a real-time(More)
Information visualization has often focused on providing deep insight for expert user populations and on techniques for amplifying cognition through complicated interactive visual models. This paper proposes a new subdomain for infovis research that complements the focus on analytic tasks and expert use. Instead of work-related and analytically driven(More)
ABL is a reactive planning language, based on the Oz Project language Hap, designed specifically for authoring believable agents-characters which express rich personality, and which, in our case, play roles in an interactive, dramatic story world called Façade. Here we give a brief overview of the language Hap and discuss the new features in ABL, focusing(More)
Drama managers guide a user through a story experience by modifying the experience in reaction to the user's actions. Search-based drama management (SBDM) casts the drama-management problem as a search problem: Given a set of plot points, a set of actions the drama manager can take, and an evaluation of story quality, search can be used to optimize the(More)
Tanagra is a prototype mixed-initiative design tool for 2D platformer level design, in which a human and computer can work together to produce a level. The human designer can place constraints on a continuously running level generator, in the form of exact geometry placement and manipulation of the level's pacing. The computer then fills in the rest of the(More)
Façade is an artificial intelligence-based art/research experiment in electronic narrative – an attempt to move beyond traditional branching or hy-per-linked narrative to create a fully-realized, one-act interactive drama. We are completing a three year collaboration to engineer a novel architecture that integrates emotional, interactive character behavior,(More)
This chapter presents ABL (A Behavior Language, pronounced " able ") , a language specifically designed to support the creation of lifelike computer characters (believable agents). Concurrent with our development of ABL, we are using the language to implement the believable agent layer of our interactive drama project, Façade. With code examples and(More)